/*
 * Copyright (c) 2003-2006 jMonkeyEngine
 * All rights reserved.
 *
 * Redistribution and use in source and binary forms, with or without
 * modification, are permitted provided that the following conditions are
 * met:
 *
 * * Redistributions of source code must retain the above copyright
 *   notice, this list of conditions and the following disclaimer.
 *
 * * Redistributions in binary form must reproduce the above copyright
 *   notice, this list of conditions and the following disclaimer in the
 *   documentation and/or other materials provided with the distribution.
 *
 * * Neither the name of 'jMonkeyEngine' nor the names of its contributors 
 *   may be used to endorse or promote products derived from this software 
 *   without specific prior written permission.
 *
 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
 * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
 * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
 * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
 * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
 * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
 * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
 * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
 * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
 * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 */

uniform float sampleDist;
uniform float blurIntensityMultiplier;
uniform sampler2D RT;
varying vec2 texCoord;

void main(void)
{
   vec4 sum = vec4(0.0);

   sum += texture2D(RT, vec2(texCoord.x, texCoord.y - 1.0*sampleDist)) * 1.0/25.0;
   sum += texture2D(RT, vec2(texCoord.x, texCoord.y - 0.75*sampleDist)) * 2.0/25.0;
   sum += texture2D(RT, vec2(texCoord.x, texCoord.y - 0.5*sampleDist)) * 3.0/25.0;
   sum += texture2D(RT, vec2(texCoord.x, texCoord.y - 0.25*sampleDist)) * 4.0/25.0;
   sum += texture2D(RT, vec2(texCoord.x, texCoord.y)) * 5.0/25.0;
   sum += texture2D(RT, vec2(texCoord.x, texCoord.y + 0.25*sampleDist)) * 4.0/25.0;
   sum += texture2D(RT, vec2(texCoord.x, texCoord.y + 0.5*sampleDist)) * 3.0/25.0;
   sum += texture2D(RT, vec2(texCoord.x, texCoord.y + 0.75*sampleDist)) * 2.0/25.0;
   sum += texture2D(RT, vec2(texCoord.x, texCoord.y + 1.0*sampleDist)) * 1.0/25.0;

   sum *= blurIntensityMultiplier;

   gl_FragColor = sum;
}